GGACR/Dizzy/Frame Data

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System Data[edit]

Defense Modifier: x 1.15
Guts Rating: 1
Stun Resistance: 50
Prejump: 3
Backdash Time: 16
Backdash Invincibility: 1-9
Wakeup (Face Up/Down): 53 / 49

Normals[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
5P 10 1.44 3 8 1 Mid CSJR 5 2 12 -4
5K 16 2.64 10 7 3 Mid SJR 7 4 14 -4
c.S 24 2.64 10 7 3 Mid SJR 5 2 11 +1
  • Stun modifier x2
f.S 20x5 2.64x5 10x5 7x5 3 Mid SR 8 2x4,6 12 -4
  • Hitstop 6F
  • 4th hit staggers opponent on hit (max 35F)
5H 40 3.84 14 6 4 Mid SR 12 6 15 -4
6P 26 2.64 10 7 3 Mid SR 11 4 19 -9
  • Upper body invincible 1~14F
  • Initial prorate 90%
  • Wallbounces opponent on hit (untechable on ground hit for 28F, ground CH and air CH for 40F)
6H 38x2 3.84x2 20x2 6x2 5 Mid SRF,SJRF 18 9,3 21 -5
  • 2nd hit floats opponent on hit (untechable for 28F)
  • FRC timing 18~20F, 27~29F (FRC Timing is on the 1st and 2nd hits)
  • Both hits stagger opponent on CH (Max 47F)
5D 20 2.64 11 20 4 High, Air R 29 14 15 -12
  • Stun modifier x1.5
2P 8 1.44 3 8 1 Mid CSR 6 3 9 -2
  • Initial prorate 70%
2K 18 2.64 5 7 2 Low SR 6 4 9 -1
  • Initial prorate 80%
2S 28 2.64 10 7 3 Mid SJR 7 3 22 -11
2H 40 3.84 20 6 5 Mid SRF 8 4 38 -23
  • Knocks down opponent on ground hit
  • Groundbounces opponent and fully untechable on CH
  • Stun modifier x1.5
  • FRC timing 8~10F
2D 38 3.84 11 6 5 Low SJR 12 3 33 -15
  • Low profile 9~26F, 36~39F
  • Above feet invincible 27~35F
j.P 12 1.44 3 8 1 High, Air CSJR 6 2 10 -
  • Initial prorate 90%
j.K 16 2.64 6 7 2 High, Air SJR 4 12 12 -
j.S 28 2.64 10 7 3 High, Air SJR 9 4 16 -
j.H 42 3.84 20 6 5 High, Air SR 11 4 28 -
j.D 30,40 3.84x2 14x2 6x2 4 High, Air SR 10 9,3 15+5 after landing -
  • 1st hit floats opponent on hit (untechable for 22F during 10~12F, untechable for 13~18F on 28F)
  • 2nd hit pushes opponent upwards on hit(untechable for 26F)
j.2S 30 2.64 10 7 3 High, Air SR 7 9 8 -
  • Initial prorate 90%
  • Throw invincible 1~23F
  • Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F.

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground Throw 50 4.00 - 6x2 - 49 pixels - - - - -
  • Floats opponent, fully untechable on hit
  • Forced prorate 50%
Air Throw 60 9.40 - 6x2 - 88 pixels - - - - -
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 11 2 23 -11
  • Fully invincible 1~12F
  • Upper body invincible and throw invincible 13~32F
  • Wallbounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
K It Started Out as Just Light
236K
20x3 2.00/1.20x3 0 8x3 1 All F 32 62 total 51 +11
  • Hitstop 5F
  • Projectile guranteed to active after 28F
  • FRC timing 27~29F
  • see notes *1
S It Started Out as Just Light
236S
20x3 2.00/1.20x3 0 8x3 1 All F 32 49 total 54 +8
  • Hitstop 5F
  • Projectile guranteed to active after 28F
  • FRC timing 27~29F
  • see notes *1
H I Use This to Fish
236H
55 2.50/1.20 0 8 3 All F 14 8 42 -23
  • Floats opponent on hit (untechable for 40F, on CH for 160F)
  • FRC timing 31~32F
D I Use This to Fish
236D
55 2.50/1.20 0 8 3 All F 14 8 53 -34
  • Floats opponent on hit (untechable for 40F, on CH for 160F)
  • FRC timing 31~32F
I Use This to Get Fruit
421S
22,55 2.50/1.20 0 7x2 3,2 All - 22 18(15) total 37 -
  • 1st hit floats and lifts opponent (untechble for 30F)
  • Hold button to delay 2nd attack (up to 102F)
  • 2nd attack starts up 18F after button is released
  • 2nd hit activates on 55F at the earliest
  • Attack disappers if Dizzy is hit
  • see notes *1
P My Talking Buddies
214P
21x2 -/1.20x2 0 8x2 1 All - 60(25) 3(32)3 total 36 -
  • Fish homes in horizontally on opponent location until the startup of the 2nd hit
  • Fish disappears or performs followup attack 13F after end of the move
  • Fish diappears if it gets hit
  • If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same
  • see notes *1,*2
K My Talking Buddies
214K
20x3 ?? 0 ?? 1 All - 60(27) 15 total 36 -
  • Startup varies depending on distance from opponent
  • Fish homes in horizontally on opponent location until the startup of the 2nd hit
  • Fish disappears or performs followup attack 13F after the end of the move
  • Fish diappears if it gets hit
  • If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same
  • Max 3 hits
  • see notes *1,*2
S My Talking Buddies
214S
38 1.00/1.20 0 7 2 All - 77(44) 35 total 41 -
  • Fish continues firing laser until it reaches the top of the screen
  • Laser beam passes through other projectiles
  • Dizzy is in CH state during recovery
  • Fish disappears or performs followup attack 20F after the end of the move
  • Fish diappears if it gets hit
  • Wallsticks opponent on air hit (Untechable for 40F, sticks for 27F)
  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
  • Fish will fire laser on 38F, even if it has not reached the designated spot. Other than that, the rest of the move is the same.
  • see notes *1,*2
H My Talking Buddies
214H
38 1.00/1.20 0 7 2 All - 77(44) 35 total 36 -
  • Fish continues firing laser until it reaches the top of the screen
  • Laser beam passes through projectiles
  • In CH state till end of recovery
  • Fish disappears or performs followup attack 20F after the end of the move
  • Fish diappears if opponent hits the fish
  • Wallsticks opponent on air hit (Untechable for 40F, sticks for 27F)
  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
  • Fish will fire laser on 38F, even if it has not reached the designated spot. Other than that, the rest of the move is the same.
  • see notes *1,*2
D My Talking Buddies
214D
60 ?? ?? ?? 5 All - 72-77(44) 3 total 36 -
  • Blockstun 19F
  • Tracks opponent horizontal position
  • Startup depends on the distance from the opponent
  • Fish disappears or performs followup attack 25F after the end of the move
  • Staggers opponent on hit (max 45F)
  • see notes *2
Please Leave Me Alone (Bubble)
j.214P/K/S
- 1.50 - - - - - - 176 total 36 -
  • Dizzy is in CH state 1~15F
  • Bubble appears on 9F
  • Cannot summon another bubble until 33F after bubble naturally disappears, or 17F after popping the bubble
  • Bubble stops moving 160~176F
  • Dizzy can pop bubble by attacking the bubble
  • Bubble automatically pops after 177F
  • TRANSLATION NEEDED
Please Leave Me Alone (Pop)
Hit Bubble
45 -/1.20 0 6 4 All - 13 4 - -
  • Floats opponent on hit (untechable for 36F)
  • see notes *1
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

Force Breaks[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
FB Please Leave Me Alone (Bubble)
j.214D
- - - - - - - - 199 total 25 -
  • Dizzy is in CH state 1~21F
  • Bubble appears on 9F
  • Cannot summon another bubble until 31F after the bubble naturally disappears, or 17F after popping the bubble
  • Opponent can't hit the bubble
  • Bubble disappears if Dizzy is hit
Please Leave Me Alone (Pop)
Hit Bubble
45 -/1.20 0 6 4 All - 13 6 - -
  • Floats opponent on hit (untechable for 36F)
  • see notes *1
FB I Use This to Get Fruit
421D
30x3 - ?? ?? 3 All F 31 - Total 47 -
  • Homes in on opponent's location until active frames
  • The spears lose their hitbox if Dizzy is hit
  • Dizzy is in CH state 1~20F
  • FRC timing 15-16F
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Imperial Ray
632146S
40xN - 10xN 9xN 3 All F 7+0 6(4)xN total 41 -
  • Strike invincible 5~7F
  • Floats opponent on hit, fully untechable
  • Opponent cannot move until the 9th active frame
  • Hitstop 0F
  • Dizzy modifier x0.5
  • Chip damage x1.5
  • FRC timing is 9-10F after superflash
  • Flames can pass through other projectiles
Necro Unleashed
632146P
0,40x6 - 0 8,7x6 1,3x6 Throw - 9+4 20 14 -
  • Fully invincible 1~9F
  • Strike invincible 10~14F
  • Knocks down opponent on hit
Gamma Ray
64641236H
13x5, 12x32 - 5x37 6x5, 4x32 5 All F 16+7 6(24)6(51)46 - -31
  • Hitstop for first two lasers 7F
  • Knocks down opponent on hit
  • Dizzy is knocked down at the end of move
  • Dizzy modifier x0
  • Initial Prorate 200%
  • 2nd superflash occurs on 109F
  • Opponent's inputs are frozen until 3F after the 2nd super flash
  • FRC Timing 53~58F (when the 2nd set of lasers come out)

Instant Kill[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
I Can't... Contain My Strength
[2]8462+P+HS
Fatal - - ?? 5 All - 103+3 10 85 -76
  • Need to charge down for 30F to perform attack
  • Dizzy is in CH state during move

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Jump, Sp
5H - - - 2H 5D, 2D Sp
2H - - - - 5D Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S, j.2S j.H - Jump, Sp
j.K j.P - j.S, j.2S - - Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.2S j.P - - j.H j.D Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Dizzy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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System Explanations

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Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc